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Messages - Razorback

#1
This is what I was talking about.

A screen from the demo:


Later in the game.

#2
So I started from scratch, and now I'm done. Finished it in about 40 mins. : \

Is it just me or was the artwork in the demo about ten times more detailed than the rest of the game? Seriously, some of the latter screens looked atrocious. You could even notice the blur tool on some parts.

So yeah, not really worth 7 euros. I love the artwork on the first 5 screens or so though, but those were the free ones. I was hoping the rest of the game would be like that.
#3
Quote from: Helm on Tue 18/04/2006 08:09:57
No no! For the true Out of this World experience, redo the whole thing! Again and again!

: (

...so long, sanity.
#4
I bought the game and minus a few frustrations (damn this game is hard) I'm enjoying it so far.

My problem is that I was continuing a previous game, and in the save menu I clicked on the left and right arrows to see what other save points I had to choose from and for some annoying reason it erased all my checkpoints! I'm not really looking forward to doing the cave water thing again.

Could someone please post the code to the checkpoint that happens right after you comeback from the swiming part. That part where you have to go shoot the energy thing under water.

Much thanks to anyone who helps me out.
#5
That would be fantastic!
#6
Why even have limits? Wouldn't it be the designer's responsibility if his game gets slow? How about just displaying a message after the player reaches 20 objects in one room, warning that after this point the game will have performance issues on slower machines.

Or maybe that's not the reason there are limits.
Why are there limits again?
#7
I wouldn't know, I'm the art guy. But I'll see what Kikuta has to say about all that, he's the tech guru.
#8
I have a room in my game that has a keypad interface. When you press the buttons they go in, so I'll be needing a lot of objects to achieve that effect. It has 1 object for each number plus two others for OK and CLEAR. That makes 12 objects. Then I have the LED display. And for that I need 10 more objects. One for each asterisk and an Access Granted and Access Denied message. 22 objects in total.

A friend of mine asked CJ personally for an object limit increase and he said that we should ask in here to see what the community had to say.

Do you guys think its fair to ask for an object limit increase at this point? Any other people here who would benefit from it?


#9
Quote from: ManicMatt on Sun 12/03/2006 09:41:16
Fruity loops! Yeah I'm using that but for non-game music.

*Plays project twin* (The second one)

I like it! Well suited to an RPG/Adventure sci-fi infact. I don't like how the electric xylophone sounding instrument at the beginning instantly changes into the next section of the song. And maybe that bit in the game should last longer.

Yes you're right, that part has been bothering me for a while. I think I'll just drop it altogether.

Quote from: ManicMatt on Sun 12/03/2006 09:41:16*Plays Navareoiza* (Or whatever)

I dig those deeper synths! Again, you've captured that videogame style. What method did you employ to create the synths? Was it the 3X osc? TS404?
I'm just curious as to whether your method is the same as mine.

You're going to make me show my noobness. I have no idea what those things you mentioned are. I just choose pre-made synths from the generator tab and drop them on the channel pad. Usually SimSynth or Sytrus. Then I just jam a bit on the keyboard for a while until I find something that interests me. Then I open up the piano roll, find the part that I liked, clean it up a bit and build the rest of the song from there.

That's my method.Ã,  Ã, 

As for capturing that videogame style, it's just a product of my lack of skill. If I could make it sound more organic I would. On the other hand, I'm also a fan of those 80's sci-fi synth soundtracks, (very common in John Carpenter movies) so It doesn't bother me that I can't make it more organic. It fits the game too, and that's what matters.

Thanks for the comments.

PS: I found that 3X osc and TS404 thing. I knew I could make my own synths I just hadn't figured out how. Pretty cool, thanks!
#10
I've been working on this rather ambitious project for over a year, and I'll probably still be working on it a year from now. I only want to announce it when its close to being finished so you guys wont have to wait for it too much. (Or be disappointed if it gets canceled)

Anyway, of all the fields that are required to make a game, music is probably the one I'm most inexperienced. I've only started learning it for the game recently. Here are two of my best efforts so far.

The game is a realistic sci-fi tale set in space. I'm not sure what sort of criticism I'm looking for. I guess I've been listening to the songs for so long that I sort of lost perspective on their quality. I'd just like to hear some opinions.

They were made with Fruity Loops 5 by the way.


Click here for both songs.


Nevarioza isn’t finished yet so it ends a bit abruptly. It also lacks variety.
Comments appreciated.
#11
Nice, I like it. It's from The Last Crusade right? It's my favorite theme from that movie.

#12
Critics' Lounge / Re: Frog-man sorta creature
Sun 05/03/2006 14:34:59
Quote from: Squinky on Sun 05/03/2006 06:59:43
How does that add to this thread in any way?

Can you give Fluke tips or something, or is it just there so we can go "OMFG thats cool!"? If it's the latter start your own thread maybe?

Oh my! Aren't you a little basket of kittens. Are you always this charming?

So, you think I should have written some tips eh? Ok then I've got tips.

There are two situations to take into account fist:

In one case FlukeBlake is happy with his style and all he wanted was advice on how to improve his character with details.

For that case I'd say if he wants the Frog-man to look scarier I’d draw a mean pair of eyebrows over the eyes. Maybe add some more teeth. For more detail how about some scars or even some piercings. Maybe some body armor and a couple of spikes coming out of the shoulder pads?

Something like this maybe?


On the other hand, maybe he really wants to improve his art skills. And to that I'd say that learning how to draw is hard. It just is. Especially at the beginning where seeing few results may be demoralizing. But I'm sure FlukeBlake is probably still young, so he has that to his advantage.

Right now the best thing to do is to stop drawing from your imagination. You have to start copying other things you see. Like drawing from life, or pictures or other drawings. Pick a character. Pick Spiderman. Find pictures of Spiderman and try to copy them as best you can. Do it all the time. One picture a day for a month. Find pictures of him in tons of different poses. By the end you'll have a much better grasp on human anatomy. You will be able to draw him without the aid of pictures because you already memorized all the lines. Then you can adapt that knowledge to anything else you want.

Here's aÃ,  quick sketch I made. (You can probably find better on Google)


From there you can go to faces then clothes and so on. It's all about practice. There aren't any magical tips that make you instantly better.

Cheers.
#13
I also love the 3 color idea. And I personally like the orange scheme better than the ones suggested so far.
#14
Critics' Lounge / Re: Frog-man sorta creature
Sat 04/03/2006 22:15:14


Just a quick paint over.  ;D
#15
WOW THANKS!!

How can I ever repay you?
Me love you long time?
#16
Quote from: Privateer Puddin' on Wed 01/03/2006 16:36:28
Might have to just make a silhouette version of him and change the characters view when you need it.

That's what I was afraid of.  :'(
#17
How come when I make a region with a light level of 0% the character doesn't turn out black?

My game has this room that is very dark and has a small light source. I want to achieve a silhouette type effect on my character, so I need him to be completly black. But if I set the region Light Level to 0% the character only gets slightly darker.

My game uses 32bit color and a 640x480 resolution. Can anyone help me with this?

Thanks.
#18
Wow, loved it.

I'm not the biggest fan of the standard AGS playing interface, so its refreshing to see someone try to do something different. And you did a wonderful job at it too. The Verb coin interface is also what I'm doing for my current unannounced project. And it’s my personal opinion that it is the most intuitive system for adventure games.

Now for my critique...

The walking dead also gave me trouble. Right after I found out I could play multiple characters I decided that jack should be the one in command in that particular situation. So it was logical that he should be the one doing all the matchbox stealing.

I had a little trouble finding out that you could un-link the characters in the fire alarm sequence.

And finally I think that in future rooms you should try to tone down that reflectivity of the floor. It’s not extremely distracting to not have the characters reflect, but things like the bathroom door's reflection not react to being opened stuck out a little.

But overall I enjoyed the story and the characters very much and it’d be great if you could finish it one day.
#19
Once again a great article. Even if a bit on the short side.  ;)

And I agree that you guys are being overly nit-picky about the disc thing. Seriously, what's the big deal?
#20
The game is using 640x480 resolution, 32bit color and it does contain some inventive scripting. but It runs perfectly on my brother's 1,2ghz laptop. I just want to have a better idea of what is considered an average computer around the AGS community.
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